---System API documentation ---Functions and messages for using system resources, controlling the engine, ---error handling and debugging. ---@class sys sys = {} ---network connected through other, non cellular, connection sys.NETWORK_CONNECTED = nil ---network connected through mobile cellular sys.NETWORK_CONNECTED_CELLULAR = nil ---no network connection found sys.NETWORK_DISCONNECTED = nil ---deserializes buffer into a lua table ---@param buffer string # buffer to deserialize from ---@return table # lua table with deserialized data function sys.deserialize(buffer) end ---Terminates the game application and reports the specified code to the OS. ---@param code number # exit code to report to the OS, 0 means clean exit function sys.exit(code) end ---Returns a table with application information for the requested app. --- On iOS, the app_string is an url scheme for the app that is queried. Your ---game needs to list the schemes that are queried in an LSApplicationQueriesSchemes array ---in a custom "Info.plist". --- On Android, the app_string is the package identifier for the app. ---@param app_string string # platform specific string with application package or query, see above for details. ---@return table # table with application information in the following fields: function sys.get_application_info(app_string) end ---The path from which the application is run. ---@return string # path to application executable function sys.get_application_path() end ---Get config value from the game.project configuration file. ---In addition to the project file, configuration values can also be passed ---to the runtime as command line arguments with the --config argument. ---@param key string # key to get value for. The syntax is SECTION.KEY ---@return string # config value as a string. nil if the config key doesn't exists function sys.get_config(key) end ---Get config value from the game.project configuration file with default value ---@param key string # key to get value for. The syntax is SECTION.KEY ---@param default_value string # default value to return if the value does not exist ---@return string # config value as a string. default_value if the config key does not exist function sys.get_config(key, default_value) end --- Returns the current network connectivity status ---on mobile platforms. ---On desktop, this function always return sys.NETWORK_CONNECTED. ---@return constant # network connectivity status: function sys.get_connectivity() end ---Returns a table with engine information. ---@return table # table with engine information in the following fields: function sys.get_engine_info() end ---Returns an array of tables with information on network interfaces. ---@return table # an array of tables. Each table entry contain the following fields: function sys.get_ifaddrs() end ---The save-file path is operating system specific and is typically located under the user's home directory. ---@param application_id string # user defined id of the application, which helps define the location of the save-file ---@param file_name string # file-name to get path for ---@return string # path to save-file function sys.get_save_file(application_id, file_name) end ---Returns a table with system information. ---@param options table # (optional) options table - ignore_secure boolean this flag ignores values might be secured by OS e.g. device_ident ---@return table # table with system information in the following fields: function sys.get_sys_info(options) end ---If the file exists, it must have been created by sys.save to be loaded. ---@param filename string # file to read from ---@return table # lua table, which is empty if the file could not be found function sys.load(filename) end ---Loads a custom resource. Specify the full filename of the resource that you want ---to load. When loaded, the file data is returned as a string. ---If loading fails, the function returns nil plus the error message. ---In order for the engine to include custom resources in the build process, you need ---to specify them in the "custom_resources" key in your "game.project" settings file. ---You can specify single resource files or directories. If a directory is included ---in the resource list, all files and directories in that directory is recursively ---included: ---For example "main/data/,assets/level_data.json". ---@param filename string # resource to load, full path ---@return string # loaded data, or nil if the resource could not be loaded ---@return string # the error message, or nil if no error occurred function sys.load_resource(filename) end ---Open URL in default application, typically a browser ---@param url string # url to open ---@param attributes table? # table with attributes target - string : Optional. Specifies the target attribute or the name of the window. The following values are supported: - _self - (default value) URL replaces the current page. - _blank - URL is loaded into a new window, or tab. - _parent - URL is loaded into the parent frame. - _top - URL replaces any framesets that may be loaded. - name - The name of the window (Note: the name does not specify the title of the new window). ---@return boolean # a boolean indicating if the url could be opened or not function sys.open_url(url, attributes) end ---Reboots the game engine with a specified set of arguments. ---Arguments will be translated into command line arguments. Calling reboot ---function is equivalent to starting the engine with the same arguments. ---On startup the engine reads configuration from "game.project" in the ---project root. ---@param arg1 string # argument 1 ---@param arg2 string # argument 2 ---@param arg3 string # argument 3 ---@param arg4 string # argument 4 ---@param arg5 string # argument 5 ---@param arg6 string # argument 6 function sys.reboot(arg1, arg2, arg3, arg4, arg5, arg6) end ---The table can later be loaded by sys.load. ---Use sys.get_save_file to obtain a valid location for the file. ---Internally, this function uses a workspace buffer sized output file sized 512kb. ---This size reflects the output file size which must not exceed this limit. ---Additionally, the total number of rows that any one table may contain is limited to 65536 ---(i.e. a 16 bit range). When tables are used to represent arrays, the values of ---keys are permitted to fall within a 32 bit range, supporting sparse arrays, however ---the limit on the total number of rows remains in effect. ---@param filename string # file to write to ---@param table table # lua table to save ---@return boolean # a boolean indicating if the table could be saved or not function sys.save(filename, table) end ---The buffer can later deserialized by sys.deserialize. ---This method has all the same limitations as sys.save. ---@param table table # lua table to serialize ---@return string # serialized data buffer function sys.serialize(table) end ---Sets the host that is used to check for network connectivity against. ---@param host string # hostname to check against function sys.set_connectivity_host(host) end ---Set the Lua error handler function. ---The error handler is a function which is called whenever a lua runtime error occurs. ---@param error_handler fun(source: string, message: string, traceback: string) # the function to be called on error function sys.set_error_handler(error_handler) end ---Set game update-frequency (frame cap). This option is equivalent to display.update_frequency in ---the "game.project" settings but set in run-time. If Vsync checked in "game.project", the rate will ---be clamped to a swap interval that matches any detected main monitor refresh rate. If Vsync is ---unchecked the engine will try to respect the rate in software using timers. There is no ---guarantee that the frame cap will be achieved depending on platform specifics and hardware settings. ---@param frequency number # target frequency. 60 for 60 fps function sys.set_update_frequency(frequency) end ---Set the vsync swap interval. The interval with which to swap the front and back buffers ---in sync with vertical blanks (v-blank), the hardware event where the screen image is updated ---with data from the front buffer. A value of 1 swaps the buffers at every v-blank, a value of ---2 swaps the buffers every other v-blank and so on. A value of 0 disables waiting for v-blank ---before swapping the buffers. Default value is 1. ---When setting the swap interval to 0 and having vsync disabled in ---"game.project", the engine will try to respect the set frame cap value from ---"game.project" in software instead. ---This setting may be overridden by driver settings. ---@param swap_interval number # target swap interval. function sys.set_vsync_swap_interval(swap_interval) end return sys